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3W Culture: Enigma

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13W Culture: Enigma Empty 3W Culture: Enigma Wed Jan 26, 2011 11:31 pm

Strange Agent

Strange Agent
GM

Enigma
“The Verse? What of it? I'm here to talk about you.”
History: The Enigma were the quickest to integrate with humanity, and are the last to stay within the Bastion of human civilization. A warm, fast talking people, the quirky Enigma are interested in all the follies and failures that human culture has to offer. It is not uncommon for an Enigma to laugh at a solemn execution, or make a colorful comment about the ridiculousness of royalty. To a common man, it would appear that an Enigma is feigning awe at his new boiler, as the strange creature mumbles to himself about the wonders of steam based technology. Slow to trust, humanity still does not fully accept the presence of the Enigma within its largest cities. Their numbers are too great, and too cheerful for the conditions that many Enigma are forced to live in. The Enigma themselves, however, follow the progress of humanity with a smile twisting their lips; an implacable facade that may be based upon a genuine interest or some darker, ulterior motive.

Appearance: What separates an Engima from most Zeth is its willingness to dress in the garb of humanity. Enigma generally fully cloth themselves, trying to emulate normal humans, though they cannot fully emulate human tastes. Enigma are notably poor at dressing for the occasion, often dressing too colorfully, or too expensively, or too cheaply for an event. Enigma are thin, bony creatures, with carefully cultivated hair cut to normal human standards. They appear physically weak to the powerful Nomad, and the tree-like Archon. Their features are less pronounced than either of their cousin cultures, with notably smaller forehead ridges and a weaker glow to their supernatural eyes.

Creating an Enigma: Enigma range from mysterious and reclusive to cheerful and open. Your first decision is how your Enigma views the world. Does he look on with resentment at the state of things, vowing to change it, or is he absorbed in the dark comedy that springs from mortal action? The next step is deciding whether or not your Enigma is a liar or not. Does he use his powerful force of personality to get his way? Beyond that, Enigma vary as much as humans vary, so create a desirable underlying personality.

Recommended Classes: Rogue, Fighter

Cultural Traits

True Blade
At-Will * Racial
Free Action
Target: Self
Effect: You must be unarmed to use this ability. A weapon made out of shimmering energy is created in your main hand. This weapon grants no bonuses, and bears no enchantments. This weapon deals 1d10 damage.
See the Racial Ability Feats section of the General Feats document if you want to upgrade this ability.

One Tongue
Feat
Effect: On character creation, you begin with ten points of Speechcraft. You intuitively know the basics of all language, and are able to quickly learn a new language after a few moments of exposure.

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